Well, if it's for PF, then you could use the same format as for Inner Sea Gods. Which is:For PF gods, mechanical aspects of a god can be Alignment, Domains and Subdomains, Favored Weapon, Obedience (Evangelist, Exalted and Sentinel Boons for the prestige classes and Deific Obedience feat), and if you want to go all out, Prestige Classes, Archetypes, Items, Feats and Traits that requires belief of that god.

Nolea's ascension is clouded by a clutter of numerous stories, all equally false. They are usually derivatives of popular fairy tales, in which the protagonist must overcome difficult hurdles to reach their goal. However, instead of succeeding in the end, every single actions ends up escalating the problem even further, until it spirals out of control, almost reaching absurdity. The stories serves to emphasize that good intents will not necessarily have good results, and that the world can be a harsh judge. It's assumed that Nolea's road to godhood was a difficult one. Some speculate that she became a goddess so she would have the capabilities of clean up her own mess, while others theorize that the gods took pity on the miserable woman.

Followers

Nolea's clergy is relatively small, filled by people with a variety of motives. Some pray to her hoping that she will help deal with the consequences of a terrible action, but they quickly learn that Nolea upholds the cause and effect with great fervor. However, she may give her favor to more radical paladins wanting to uphold their personal code of judgment, meting out punishment to wrongdoers.

She's also popular among those who wish to commemorate their dead, wishing to hold on to all the memories of those they hold dear. Difficult and cherished times both help shape a human being, and Nolea appreciates those who want to hold on to these defining aspects of one's identity.

Barrakus was a military general for the dwarven city of Crown Cauldron during the War of the Magi. While Crown Cauldron was never part of the Divided Cities during the war, they did hold a vested interest in Aurixvan Svantgrasp's future after the war as they are loosely connected by the mountain chain of Tugarin’s Spine. He lead a final charge against a full legion of troops from the Southern Cities who had banded together to march between the broken mountains of Tugarin’s Spine through to Ixen'Taoul, and then presumably to Aurixvan Svantgrasp. His troops stood at a mere 23,000 against the tides of the Southern Cities' 76,000 strong. They were pushed back about fifteen miles before they found the location of their last stand, nestled in the base of one of the mountains that forced the legions South-West before they would open up into open plains.

Barrakus gave his troops their last chance to turn back, informing them that if they didn't feel that their land wasn't worth fighting for they could leave now. Fewer than one hundred turned and fled, and the rest stayed until the bitter end. Barrakus was one of the last standing, and while he did not stop the invading army's march North, he did cut their numbers down by more than half. He died on the battlefield that day, but his fight was considered one of the crucial points of the War of the Magi, weakening the opposing forces enough that they lost at the walls of Ixen'Taoul. As legend goes, the Pantheon of the Gods saw his actions and invited him to take the Test of the Starstone out in the Plane of Chaos. He emerged from the Test, and ascended. On his way, he resurrected twenty of his strongest who had also fallen, and granted them great power as well. He sits in a plane of eternal war, fighting side by side with his personal army, and grants power to any who choose to bring war to any place they so choose. He doesn't care where war is brought, only that more blood is spilled in his name.

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Followers of Barrakus won't be found in a temple or church, they are generally mercenaries or warmongers who actively search out for conflict and amplify it until blood is spilled in the name of war. They are often advisors to nobles, generals in armies, and crusaders who have taken up a cause that will lead them to their deaths.

Ranira is the patron of those who hunt for the secrets that lie in dark places, who stare unflinchingly into the abyss of the unknown and tirelessly plumb its mysteries. She is also, therefore, associated with the places where those mysteries lie, dark spaces out of sight, shunned by all but those brave and devoted enough to enter them. While Ranira's following is not well known by the common folk of civilized lands, she is not a god of or for the monsters that dwell in the darkness (For it is the parting of the veil, not what is beyond, that is sacred to Ranira -- an empty ruin and one inhabited by monsters are no different to her or her followers) and is sometimes styled as a hunter of horrors for the guidance she provides her faithful in their quests for knowledge.

The Cult of Ranira usually operates in cells styled as much as fraternal orders or arcane societies as churches. They come in two sorts: the frontier arrangements, which usually co-opt some ordinary meeting hall and perform their rituals beneath the new moon, at a farmhouse or roadside removed somewhat from the light of civilization; and the older, wealthier churches which have their own accomodations, a lodgehouse for whatever esoteric order the particular congregation calls itself, and an exclusive place of learning for those devoted to Ranira or at least somewhat initiated into her mysteries; buildings of faintly lit corridors lined with the spoils of past ventures into the dark and reading rooms served by libraries both mundane and arcane.

In addition to her clergy, Ranira is likely to be worshiped by wizards and other scholarly types, those of the scientific mindset who have no fear of the unknown, only fear that it will remain unknown. Naturally, her worship tends to be attractive to those of the adventuring persuasion, as they are liable to walk a path that is considered holy to Ranira.

Clerics of Ranira pray for their spells at dusk, when the light of the world fades and all around is cloaked in secrecy. Rites of Ranira are always performed on the new moon, when night is at its darkest. Devotees perform ceremonies dictated by the goddess without a reason given, part of the purpose of the ritual being a test for the faithful to discern the purpose of the ritual, for to Ranira the truth is not sure and iron-clad but fluid, changeable when not observed. Rites of the faith, such as for promotion in the ranks of the clergy, usually involve similar contests to those that Ranira herself hands down: Riddles and puzzles for the mind, whether one must look inside or outside for the answer.

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